Q:
Aliases: Nukkavieru, Äpärä, Vahinkolapsi, Nirpp
Q:
I wanted to bring this to your attention, although I’m pretty sure this has come in on several other threads but; the reason and the sole reason why I do not enjoy PvP, as much as I would like to enjoy it, is the lack of different game types.
The current capture and hold type game mode is fun for a while but after that it gets incredibly repetitive and boring, not to mention the fact that it makes some profession builds to be more effective than others.
I would love to PvP all day long but at the current lack of game types it just has no appeal to me. I hope there are plans on getting new game modes out and available. This would make the PvP experience so much more refreshing even with the same maps, because the objective wouldn’t be the same for example in team deathmatch (I know the oldest game type ever in every game), you would get people going in with lot more offensive builds rather than the current defensive builds for holding points in the current game type.
And if anyone in ArenaNet is reading, why is it so there is only one game type available?
Because we all obviously love this game type with all of the great feedback they have got.
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.
You can see a similar effect in GW1, where people hesitate before engagement, and/or the map goes mostly unused as a result of no need to go around it other than kite trolling.
Finally you see this naturally occur in 8v8 hot-joins, where a free for all breaks out and the players swarm to one area to kill each other and ignore that the rest of the map even exists, meaning they might as well of made a 1400 by 1400 units box for all the space players actually use.
(edited by ensoriki.5789)
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.
So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
As for TDM, that’s why you implement ARENA, not TDM. As in, 2v2, 3v3, etc. arena matches. TDM with 40 people really doesn’t work for MMOs.
It’s sad when a game like WoW has better PvP map design than a so called “Esports” game. Even WoW’s conquest is better. The maps in GW2 just plain suck, and I’m not alone in this opinion.
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
in 8v8’s.
In the actual game, people separate and split and you get many short/long term 1v1’s and 2v2’s 3v2’s, 3v3’s etc.
Only thing that’s really boring is waiting (15?) seconds waiting on a node after killing the dude to capture it, boring secondaries (forest) and pecking at or ignoring a bunker, before you get a teammate to wrap it up
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
in 8v8’s.
In the actual game, people separate and split and you get many short/long term 1v1’s and 2v2’s 3v2’s, 3v3’s etc.Only thing that’s really boring is waiting (15?) seconds waiting on a node after killing the dude to capture it, boring secondaries (forest) and pecking at or ignoring a bunker, before you get a teammate to wrap it up
So basically all the elements of GW2 conquest.
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.You can see a similar effect in GW1, where people hesitate before engagement, and/or the map goes mostly unused as a result of no need to go around it other than kite trolling.
Finally you see this naturally occur in 8v8 hot-joins, where a free for all breaks out and the players swarm to one area to kill each other and ignore that the rest of the map even exists, meaning they might as well of made a 1400 by 1400 units box for all the space players actually use.
Yes my team deathmatch example was a bad example. But lets take the hunter vs hunted example that we had for halloween, it was fun (for me at least) and it made people still go around the map because the game type encouraged movement. So that can’t be the reason why there aren’t different game modes, many game modes, even including team deathmatch, can make people move around the area if they are encouraged with boosters for example (just like Temple of the Silent Storm does).
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
in 8v8’s.
In the actual game, people separate and split and you get many short/long term 1v1’s and 2v2’s 3v2’s, 3v3’s etc.Only thing that’s really boring is waiting (15?) seconds waiting on a node after killing the dude to capture it, boring secondaries (forest) and pecking at or ignoring a bunker, before you get a teammate to wrap it up
So basically all the elements of GW2 conquest.
2/3.
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
As for TDM, that’s why you implement ARENA, not TDM. As in, 2v2, 3v3, etc. arena matches. TDM with 40 people really doesn’t work for MMOs.
It’s sad when a game like WoW has better PvP map design than a so called “Esports” game. Even WoW’s conquest is better. The maps in GW2 just plain suck, and I’m not alone in this opinion.
The reason why Arena isn’t in this game(other than the resource difficulty), is that it just wouldn’t work in this game or at least not be that fun. Too much of arena matches would boil down to comp stomps because you didn’t run a utility that could counter the opponents.
Like for example, imagine teams with thieves on them running shadow refuge out of the gate. They’ve got first strike advantage on their opponent and can position themselves however they want on their first priority target, whereas the other team has to run around like chickens so their invisibility runs out. What about things like time warp?
The game just lends itself to more objective based gameplay that creates focal points for battles and spread players out enough so it doesn’t become a cluster. They can definitely spread past the conquest mode they’ve implemented.
They said in the State of the Game January video why they’re only on Conquest.
Having pts around the map, makes people move around the map instead of staying in one spot to fight, and when they tried death match, people would wait to engage and hope to pop elites where there effect can be diminished by the Conquest format :o.So instead of having a clusterkitten in midfield, we have two zergs picking off individuals. Great job.
As for TDM, that’s why you implement ARENA, not TDM. As in, 2v2, 3v3, etc. arena matches. TDM with 40 people really doesn’t work for MMOs.
It’s sad when a game like WoW has better PvP map design than a so called “Esports” game. Even WoW’s conquest is better. The maps in GW2 just plain suck, and I’m not alone in this opinion.
The reason why Arena isn’t in this game(other than the resource difficulty), is that it just wouldn’t work in this game or at least not be that fun. Too much of arena matches would boil down to comp stomps because you didn’t run a utility that could counter the opponents.
Like for example, imagine teams with thieves on them running shadow refuge out of the gate. They’ve got first strike advantage on their opponent and can position themselves however they want on their first priority target, whereas the other team has to run around like chickens so their invisibility runs out. What about things like time warp?
The game just lends itself to more objective based gameplay that creates focal points for battles and spread players out enough so it doesn’t become a cluster. They can definitely spread past the conquest mode they’ve implemented.
I tend to actually agree. Arena would obviously be flawed because a lot of it would (maybe) just be build wars.
However, a double thief shadow refuge team could very well be accounted for in the meta, so you build accordingly. If you make a character who can specifically counter something, but also has a rock-paper-scissors counter, then it won’t last. People would learn to deal with this.
In a way, the meta would shift to accommodate the meta. What does this mean? Lets use early warriors. 100B was the go-to build, and it was super popular. So everyone else brought something to counter the bull’s rush, since they apparently hadn’t learned how to dodge yet. The same thing would happen here. Sure, you might get gibbed because of some unorthodox build, but that wouldn’t really happen in higher levels since it probably has some fatal flaw. And if it does work, well it’s no longer unorthodox and you account for it.
The only problem in all of this is how limited the action bars are. You might not have enough tools to account for everything well enough to deal with it, like you could in a 50 hotkey game like WoW.
Most of this really doesn’t matter if they add custom servers though. I’m sure some sort of unofficial arena would be held, and obviously we wouldn’t need to worry about balance then. I’m more bitter than anything else.
(ok, i’m done editing >_>)
(edited by Larynx.2453)
It really wasn’t that you had 50 keys in WoW, builds/classes would still get severely hard countered depending on who they faced. Arenas mostly function in WoW because the lack of any build variance to expected in higher level games. Most classes had 1-2 viable specs often of such varying disposition(Ret vs. Holy paladin) that preventing getting “hard countered” was just a matter of copying one of the well rounded meta comps like RMP. Also characters were far sustained with omni-present aspect of healing in any competitive matches.
I just don’t think Arena really plays to the game’s strengths. They can certainly create a mode that focuses on killing, but have other conditions that must be met in order to win. Certain boosters that give more points for killing or temporary power boosts spread across a large map. Arena would just put too many constraints on a system that still needs room to grow out for class builds. Full fledged capture the flag or some variant mixture would be fun.
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